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Marked as won't fix:
This happens for me on both the 2021.3 and 2022.3 versions.
It seems that if you bake realtime lightmaps, any materials with GPU instancing enabled, instance correctly in the Editor in the Frame Debugger....
This is fixed in 2023.3.0a11 A fix for your bug report IN-54270: Graphics.RenderPrimitives does not work when using Surface Shaders has been...
I would guess not. I think the fix itself is in the Unity Editor, but the package is also required.
It turns out it does work for my platform in 2021.3 :D, just not in the editor.
If you're on Unity 2021, what options do you have for getting GPU frame timings?
If it's only available in 2022 why is it in the documentation for 2021. With examples. This is just wasting people's time.
Only that it has been confirmed as a bug.
Bug closed as won't fix. Unless there's some workaround for this, I can't see this being a useful feature.
Thanks, this worked for me in 2021.3 for a BeforeGBuffer event. I've also suggested this as missing information in the CameraEvent.BeforeGBuffer...
It turns out the reason I was seeing a difference was because of the culling mode.
IN-54270 Thanks.
We've tracked this down to a specific Unity revision. It's working in 2021.3.29 and broken in 2021.3.30.
I've also noticed that I'm getting different results with DrawProcedural and RenderPrimitives, are the instanceCount limits different for these calls?
I'm trying to upgrade a project from 2021.3.22 to 2022.3.8. This project has a procedural instancing surface shader called with DrawProcedural....
IN-53232 Thanks
@aleksandrk should I report this as a bug?
Also if I create a new Material using the standard shader. This new material does not have the _EMISSION keyword on it by default, but the result...
Scratch that. It's simpler than that. Create a new project, add a cube and leave the default material on it. Then build. I get the same errors.